Planetbase

Planetbase

View Stats:
Planetbase > General Discussions > Topic Details
Does Planet Classification Affect Overall Difficulty?
As a newer player, I worked through the first planet landing pretty well. After failing about 5 times, I got it under control and eventually got to my 350 colonist goal.

Then I moved on to Class F and I'm having a much harder time getting started.

Do the resource needs of colonists (i.e., food, water, sleep. etc.,) increase as planet difficulty increases? I presumed that only planet conditions got harsher.
< >
Showing 1-15 of 19 comments
Rigel Mar 19 @ 10:07am 
I don't think the needs increase, but you get fewer resources and people to begin with. On the F planet also be aware that the solar panels are much less effective than normal.
Rigel Mar 19 @ 10:13am 
Also have a look at the wiki, if you haven't already.

https://planetbase.fandom.com/wiki/Planet_Types
I was under the impression that the need for resources consumed by your colonists does increase due to the harsher conditions also that your structures require more frequent maintenance. Of course I could be wrong about that.
Last edited by casualsailor; Mar 19 @ 11:44am
I checked to see and the number of colonists is the same. There is one less Bot in the team.

My issue is keeping enough food flowing to sustain the landing party. I literally keep having one Biologist starve...and then it’s curtains for the base. So it certainly appears that either the plants or the colonist stats have been tightened.
Rigel Mar 19 @ 2:08pm 
Originally posted by Lenny Rat:
I checked to see and the number of colonists is the same. There is one less Bot in the team.

Yeah, the constructor bot is missing, which will make construction slower. But on later planets you'll also get fewer crew.

Originally posted by Lenny Rat:
My issue is keeping enough food flowing to sustain the landing party. I literally keep having one Biologist starve...

There can be all kinds of reasons for that.

Do you bring in biologists along with new workers? In the beginning I usually set the landing percentages to 70% workers and 30% biologists, until I have enough of them.

Start food production as quickly as possible. After you've built the canteen, and the water fountain, build the biodome, not the smallest one but the 12-pad. For 2 biologist, make 5 pads at most. 2 tomato and 3 wheat, for instance.
Last edited by Rigel; Mar 19 @ 2:22pm
Originally posted by Rigel:
Do you bring in biologists along with new workers? In the beginning I usually set the landing percentages to 70% workers and 30% biologists, until I have enough of them.
I read that you can adjust this somewhere else...but I can't find where to do it. I'd be curious to know, but probably will stick with the "vanilla" assignment anyway.

Originally posted by Rigel:
Start food production as quickly as possible. After you've built the canteen, and the water fountain, build the biodome, not the smallest one but the 12-pad. For 2 biologist, make 5 pads at most. 2 tomato and 3 wheat, for instance.

It was definitely a balance issue. 2 fast veggie, one fast starch, and one meat producer did it.
Rigel Mar 19 @ 3:58pm 
It's base management -> landing permissions or F5 if you're on PC.
Originally posted by Rigel:
It's base management -> landing permissions or F5 if you're on PC.
Ok, that I knew. I thought you meant that you could adjust the mix of the ORIGINAL landing party. My bad.

In any event, I cannot seem to overcome malnutrition now, which just doesn't make sense here. I have the mix that folks recommend; 2 tomato, 2 wheat, and 2 vitromeat. And they are still getting it.
Rigel Mar 19 @ 4:08pm 
If I understand you correctly, you started with 2 tomato and 1 wheat (and meat). Since the wheat partly produces starch that would make the tomato dominate. I usually compensate for the starch by having more wheat pads, so 2 tomato and 3 wheat, for instance. I only bring in the meat much later. I've never had malnutrition.
Originally posted by Rigel:
If I understand you correctly, you started with 2 tomato and 1 wheat (and meat). Since the wheat partly produces starch that would make the tomato dominate. I usually compensate for the starch by having more wheat pads, so 2 tomato and 3 wheat, for instance. I only bring in the meat much later. I've never had malnutrition.
Well, I did have a different mix for a while which may have caused the problem. I'll just start again!

Dang it.
Yeah, meat (viromeat) is bad for you, it even sounds bad like it's synthetically produced, Oh yeah it is doh!...but I just love burgers! I think it sets off that malnutrition crisis, you could also buy food from traders, on most planets, but don't sell any even if you have tons of it, seems to cause bad things to happen as well.
I recently went back through the basic planet classes and the landing parties are as follows:

- Class D
3 workers
2 biologists
1 engineer
1 medic
1 carrier bot
1 constructor bot

- Class F
2 workers
2 biologists
2 engineers
1 medic
1 carrier bot

- Class M
2 workers
1 biologist
1 engineer
1 medic
1 carrier bot

- Class S
2 workers
1 biologist
1 engineer
1 carrier bot

Note that on the last two you begin with only one biologist, so upon completion of a landing pad you may wish to prioritize biologists over workers.

All great advice from @Rigel. The only thing I would add is that I tend to follow a rule of thumb of 1 biologist per 2 pads. In early game operating at this ratio will allow your biologists with ample time to revive the pads after their sleep cycle as well as grant them time to tend to morale needs resulting from carrying stuff. Once you have a larger population you can relax quite a bit on that 1:2 ratio, as you'll most likely have more slow producing pads compared to fast producers, plus biologists operating on different sleep schedules.

Cheers!
Well, even 2 tomato and 3 wheat eventually can lead to malnutrition. I just tested it on a new run and a worker got it.

Apparently, the game looks for any colonist eating 10 of the same meals items in a row, so it is a matter of odds. Keep that mix long enough and eventually someone gets it. I added a meat synthesizer and I didn't get a recurrence; however, I also brought in a few biologists and added a few more veggies and a second synthesizer as soon as I could. All seems well now.

But back to my original question; I am not a programmer, but would love to see a table of how (if?) Planet Class affects the baseline difficulty on colonists or equipment. I am sure it is in the code someplace.

For example; if everything has a needs baseline (whether it be food, water, sleep, entertainment, power, spare parts, etc.) I would think that there is a multiplier of 1.00 for that first planet class. Then each subsequent class goes up by a factor of perhaps 1.05, or 1.10.

Speculation, yes, but I am really curious. To think the only additional challenge is just one or 2 less colonists and a slight change to weather is a bit surprising.
I have played many games only growing tomatoes and wheat, and never had malnutrition problems (with no vitromeats). Malnutrition occurs when a colonist consumes 10 basic meals in a row. So malnutrition can be thwarted as long as you are producing some other meal type.

If I had to guess, the reason you had malnutrition occur could be that the meals you were producing in the meal makers were immediately being consumed (i.e. you were teetering upon starvation, as in just barely keeping your colonists fed). Or you had more meal makers than necessary for you current level of vegetable production, and they were each being minimally filled. A meal maker will instantly convert whatever raw materials it receives in order to reach a minimum of 2 meals on hand. It will then wait for more than one resource slot to contain raw goods before producing the 3rd and 4th on hand meals. The last two resource slots. even when filled with raw goods, will remain pending . That is to say it will wait until a meal is removed by a colonist before turning those raw materials into meals. Note that this is the tendency as it will vary based on the meals being produced along with when it receives the raw goods.

I recommend that you begin with just one meal maker. Wait until you have a surplus of at least 8 raw vegetables before constructing another meal maker. All non-basic meals require two or three vegetable/meat types. 1 Tomato + 1 wheat = 2 Pasta meals. Alternatively you can switch out tomatoes with mushrooms for the same meal type. Mushrooms, like wheat, are a slow producer, thus will sync better, however having nothing but slow producing pads may make it more difficult for you to keep up with satiation needs. It does not matter if colonists consume basic meals, what matters is that they don't only consume basic meals.

As far as difficulty is concerned, colonist needs remain the same on all planet classes (they are not scaled up as you speculated). The difficulty is pretty much only smaller landing parties and the planetary conditions. Aside from smaller landing parties the differences you will encounter are as follows:

- Class D:
Sandstorms
Meteors: low
- Class F
Blizzards (pretty much the same as sandstorms).
Low light levels - Solar panels will produce 1/2 the power (respective to the size of the panel) they generated on D class.
- Class M
Solar Flare (unlike sandstorms or blizzards, these are lethal and any colonist exposed to radiation will die unless receiving medical treatment).
Meteors: high
Solar power generation is the only power resource, so you must generate and store enough during the day to make it through the night.
- Class S
Electrical storms (lightning can strike structures (akin to meteor strikes) unless protected by lightning rods).
Low air density - Wind turbines will produce approximately 2/3 the power they would generate on class D & F.
Lakes (reducing the available terrain to build upon).

Cheers!

Edit: entered corrections: 10 basic meals in a row, not 8; meteors low on Class D; meteors high on Class M.
Last edited by Hotblack Desiato 42; Mar 20 @ 3:37pm
First off, thanks to all for keeping this conversation helpful! I do appreciate the input.

Nope; only one meal maker was running. And it was several days after production started that this poor fellow experienced the statistically low probability of eating 8 meals in a row! He must have just been an unlucky colonist (should have let him die).
< >
Showing 1-15 of 19 comments
Per page: 15 30 50

Planetbase > General Discussions > Topic Details